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This 90 minute presentation offers a series of
provocative case studies, local and global, to
demonstrate effective application of gamification
principles and practices in Education. We will discuss
key concepts of fun, play, and education.
Dr Bron Stuckey
Consultant in Gamification
Community Research and
Design
Natalie Denmeade
Gamification Consultant
Announcement
We need you to make this webinar engaging!
Please ask questions and share your wisdom and
insights. Keep the side conversation going and we
will weave it in to our presentation.
During this web conference, people who participate
by entering a comment or question in the chat
window will be entered into a lucky draw for a
mystery prize.
Type your answer in the chat
pod:
Think of something you
“played” recently.
Share 3 words to describe the
states and emotions that play
engendered.
Consider Play
4
1. Hard Fun
2. Easy Fun
3. Serious Fun
4. People Fun
Four Keys to Fun - by Nicole Lazarro
Case Study 1:
Connected Immersion
GSummit NYC 2011 Susan Bonds “Big Media & Real Life”
http://www.youtube.com/watch?v=ODw3r6tySEM#t=1697
Activity
Type your answer in the chat pod:
How could you create a connected
immersion experience for your
learners?
Activity
bit.ly/v2quotes
Do these quotes apply best to
education or to play?
Answer using the shared Google
Drawing where you can drag and
drop quotes, or add your own
favourite quotes.
Case Study 2:
Follow the orange brick road to learn Moodle
http://klevar.com/moodle/course/view.php?id=2
Activity
Type your answer in the chat pod
A or B:
If you played Angry Birds, did
you:
A) go up the levels as fast as
possible or
B) earn as many points at each
level as possible?
Case Study 3: PLANE
http://my.plane.edu.au
Engagement?
Type your answer in the
chat pod:
What drives or motivates
your engagement?
Case Study 4: Just Press Play
https://play.rit.edu
Activity
Type your answer in the chat pod:
What other types of collaborative
behaviour might be encouraged by
a gamification strategy? Let us
know if you have experience with
any of these. Tell your story…
How do I get started?
 Tip 1: Pick a small finite part of your teaching/program/work that is not
intrinsically exciting (like grammar) or has proven most difficult to make a
success and start with that.
 Tip 2: Decide which individual or combination of game elements might work best
for your audience/users/learners. Don’t get too ambitious too early.
 Tip 3: You can build a gamified program with the tools already at your disposal
e.g. Moodle, Google Sites, Edmodo. Investigate how others have used these.
 Tip 4: Play test your design ideas with a sample of prospective users and seek
their feedback.
 ????? Let’s build on this…
How do I get started?
http://bit.ly/moojoo View completed example
We appreciate you making this webinar engaging and sharing your
wisdom and insights. The Mystery Prize is a 30 minute consultation
on gamification with Natalie. The winner will be announced shortly.
Bron Stuckey
Innovative Educational Ideas
Natalie Denmeade
Gamification Consultant
You are welcome to connect with us for further discussions
Dr Bron Stuckey
Consultant
Designer/Researcher
Innovative Educational Ideas
Research Fellow ASU Centre for
Games & Impact
@BronSt
http://about.me/bronstuckey/
bstuckey@iei.net.au
Natalie Denmeade
Gamification Consultant
@moodlemuse
natalie@moojoo.com.au
http://www.moojoo.com.au
Linked in Group
http://www.linkedin.com/groups/Moo
dle-motivation-4959183

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How to get started in gamification in education

  • 1. This 90 minute presentation offers a series of provocative case studies, local and global, to demonstrate effective application of gamification principles and practices in Education. We will discuss key concepts of fun, play, and education. Dr Bron Stuckey Consultant in Gamification Community Research and Design Natalie Denmeade Gamification Consultant
  • 2. Announcement We need you to make this webinar engaging! Please ask questions and share your wisdom and insights. Keep the side conversation going and we will weave it in to our presentation. During this web conference, people who participate by entering a comment or question in the chat window will be entered into a lucky draw for a mystery prize.
  • 3. Type your answer in the chat pod: Think of something you “played” recently. Share 3 words to describe the states and emotions that play engendered. Consider Play
  • 4. 4 1. Hard Fun 2. Easy Fun 3. Serious Fun 4. People Fun Four Keys to Fun - by Nicole Lazarro
  • 5. Case Study 1: Connected Immersion GSummit NYC 2011 Susan Bonds “Big Media & Real Life” http://www.youtube.com/watch?v=ODw3r6tySEM#t=1697
  • 6. Activity Type your answer in the chat pod: How could you create a connected immersion experience for your learners?
  • 7. Activity bit.ly/v2quotes Do these quotes apply best to education or to play? Answer using the shared Google Drawing where you can drag and drop quotes, or add your own favourite quotes.
  • 8. Case Study 2: Follow the orange brick road to learn Moodle http://klevar.com/moodle/course/view.php?id=2
  • 9. Activity Type your answer in the chat pod A or B: If you played Angry Birds, did you: A) go up the levels as fast as possible or B) earn as many points at each level as possible?
  • 10. Case Study 3: PLANE http://my.plane.edu.au
  • 11. Engagement? Type your answer in the chat pod: What drives or motivates your engagement?
  • 12. Case Study 4: Just Press Play https://play.rit.edu
  • 13. Activity Type your answer in the chat pod: What other types of collaborative behaviour might be encouraged by a gamification strategy? Let us know if you have experience with any of these. Tell your story…
  • 14. How do I get started?  Tip 1: Pick a small finite part of your teaching/program/work that is not intrinsically exciting (like grammar) or has proven most difficult to make a success and start with that.  Tip 2: Decide which individual or combination of game elements might work best for your audience/users/learners. Don’t get too ambitious too early.  Tip 3: You can build a gamified program with the tools already at your disposal e.g. Moodle, Google Sites, Edmodo. Investigate how others have used these.  Tip 4: Play test your design ideas with a sample of prospective users and seek their feedback.  ????? Let’s build on this…
  • 15. How do I get started? http://bit.ly/moojoo View completed example
  • 16. We appreciate you making this webinar engaging and sharing your wisdom and insights. The Mystery Prize is a 30 minute consultation on gamification with Natalie. The winner will be announced shortly. Bron Stuckey Innovative Educational Ideas Natalie Denmeade Gamification Consultant
  • 17. You are welcome to connect with us for further discussions Dr Bron Stuckey Consultant Designer/Researcher Innovative Educational Ideas Research Fellow ASU Centre for Games & Impact @BronSt http://about.me/bronstuckey/ bstuckey@iei.net.au Natalie Denmeade Gamification Consultant @moodlemuse natalie@moojoo.com.au http://www.moojoo.com.au Linked in Group http://www.linkedin.com/groups/Moo dle-motivation-4959183